select the fluid node and run: bakeFluidShading 2.0; where 2.0 is the resampling factor.

From the docs:This mel procedure bakes the density and shading of selected fluid nodes. For each node a new fluid is created that does not have textures or self shadowing, yet which has the effect of textures and self shadowing defined into its density and color arrays. In some respects it is like rendering the fluid into a 3D volume, rather than into a 2d image. The resolution factor determines the resolution of the resulting baked fluids. For example a value of 2 will double the resolution of the original fluid. In order to resolve textural details one may need fairly high resolutions on the baked fluids. The original fluids are hidden after the operation.

This mel procedure bakes the density and shading of selected fluid nodes. For each node a new fluid is created that does not have textures or self shadowing, yet which has the effect of textures and self shadowing defined into its density and color arrays. In some respects it is like rendering the fluid into a 3D volume, rather than into a 2d image. The resolution factor determines the resolution of the resulting baked fluids. For example a value of 2 will double the resolution of the original fluid. In order to resolve textural details one may need fairly high resolutions on the baked fluids. The original fluids are hidden after the operation.

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